Well, i think a kind of a "Complete Keyboard Controls for Dummies" would be kind of on my wishlist and maybe a way to do this with Actionparts or something
There are so many factors going into it but i have no idea about Lua unfortunately...
I believe you could do partial keyboard support via key event actions alone. Some things you may need to use Lua for though. The keyboard / gamepad script Simon posted to one of the messages on this thread is plug & play albeit it's not perfect & has no comments written into the code, so it's a little hard for anyone else to reverse engineer it - I think he wrote it like that just as a quick example though.
Anyway... pretty much all keyboard keys (except a few special ones) can be accessed through the key actions tab under game. The same can be said about gamepad buttons too - all except from the left & right axis stick movement (can access the axis button presses though).
In regards to movement... from what I've understood from looking over the script & speaking to Simon briefly yesterday, he has created a new function that allows us to create single instances of events such as calling the left access move left event or a mouse button event or whatever.
Basically you could turn any button or key into a trigger to call the mouse left button pressed &/or released event if you really wanted. Hopefully there will be a page / documentation at some point which lists all of the available events (of use) for the createEvent function & keycodes / modifiers (most used / common ones) for the keyboard event handler.
As for people asking for Character rotation... it is complicated. There's multiple approaches that could be taken, such as: having the character rotate from current direction to next direction using the amount of directions you have, but it won't look very nice. For smooth rotation you need more frames than simply cycling through the 8 directions your characters probably have. You also have to calculate the shortest route to the destination & whether the character should rotate clockwise or anti-clockwise. Then there's the matter of begin rotation animation > actual rotation > end rotation animation. Finally should the character stop before rotating or should they only be allowed to rotate if the difference is over 90 or 180 degrees from the characters current facing direction.
Anyway... the most smoothest method I can think of is to actually create the animations for each one. Two per direction. One for clockwise & the other for anti-clockwise. Animate the character rotating from current direction back to current direction in both ways. Use Lua to force the frames or even add code into the relevant frame positions themselves to check if it is target direction to stop current animation & play x end rotation animation then align char to x direction. Like I said... there's
tons of different methods!